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-   Releases, Installers, Docs & Coding (http://forums.bots-united.com/forumdisplay.php?f=48)
-   -   New release to come soon (http://forums.bots-united.com/showthread.php?t=1431)

Pierre-Marie Baty 19-04-2004 16:39

New release to come soon
 
Okay lads, there have been quite a couple of bugs pointed out and fixed thanks to you all, and I think now it's time to pick up the rabbit traps.

Upon SoUlFaThEr's request I've been doing some changes to the waypoint editor. The main one is that now all the commands are centralized under the "wpmenu" command, and you theoretically don't need to drop down the console anymore at all when you waypoint a map (you get the ability to place/delete waypoints/pathwaypoints/individual wp flags graphically by pointing at a waypoint and hitting some entry in the menu).

And you know how it goes, while browsing through the code, I've caught a few more bugs on the fly.

The slow-motion is gone. The reason was that Count Floyd was not freeing all his bot's memory correctly. He was freeing the waypoints table twice and it was unclear whether the floyd tables were freed too (he was still reallocating them anyway, possibly causing a big leak).

The bots now have the ability to fight while on a ladder. They don't look at 60° up or down but they really look at the top of the ladder where they want to go when they climb one up. This was an old piece of code remaining from the HPB_bot that was not needed anymore. The fact that the bots angles were forced to 60° up or down while they were on a ladder was what prevented them to fight. They were trying to lock onto the enemy, but the ladder code was re-locking their view angles to 60° immediately after. The same problem happened with breakables that sit on top of ladders (for example, the seat in the plane in cs_747), the bots were unable to shoot it because they couldn't lock onto it. They can now.

I've added a piece of code to make them handle the W_FL_LIFT waypoint flag correctly. The bots now stand still if they're on a lift waypoint and the lift is moving, until they get close enough to their next waypoint.

And I've sent a DLL to SoUlFaThEr for him to test the new button code too (thanks to the contribution of many people, especially Stefan).

And of course, all the bugs mentioned by sPlOrYgOn and the others that I could have remembered have been fixed :)

I'm waiting for SF's feedback and I'll release an updated SDK and the new podbot binaries for Windows and Linux.

SoUlFaThEr 19-04-2004 18:02

Re: New release to come soon
 
we cant add or del any flags or waypoints themselves by pointing tho right? just the pathwaypoints afaik

the only console commands left are these 3 :

wp find
wp stats
wp teleport

the find function is, for me, outdated......now that the console isnt spammed with node messages, we can easily see the node number that was called as a mistake when trying to save(also placed in-game at centermass on your screen too).

here we can read the wp number thats faulty.....and simply do a wp teleport to it.......doing find makes you only have to run through the whole map to get to it.

i think we can even take wp find out.....up to you tho.....i personally only use teleport cuz it saves time.

wp stats is still a useful feature as it helps you see how many of WHAT waypoints are presently in the map.

kedat 19-04-2004 23:21

Re: New release to come soon
 
Quote:

I'm so excited and I just can't hide it
I'm about to lose control and I think I like it
I'm so excited and I just can't hide it
And I know I know I know I know I know I want NEW RELEASE
New new new reeeeeeeleeeaase...:P

Austin 20-04-2004 07:00

Re: New release to come soon
 
Muahhahahahaha!
Great work fellows!

I go to sleep, wake up and there is this new forum and this stuff going on like crazy!!! This is at the heart of what Bots UNITED is al about. People with al sorts of talents coming together to make a super great bot! I wish I was more involved and will be in a few weeks. Let me know what I can do.

PM about the lifts, I don't know what you have been doing but I was thinking the key to them could be the Z axis.

If the lift is not moving and the z axis is to far away for the bot to get on, then

look for the matching button near by and hit it, then wait until the lift's z axis is close enough to get on.

Sounds like you have this rocking!
Rock on!

Asurmen 25-04-2004 21:56

Just thought I would ask...
 
PMB and or SoulFather

How is the new DLL coming along? Could one of you post here an update as to what fixes are fixed in the new upcoming DLL? Thanx and great work and ideas popping up in this forum =)

Until next time....Cheers!

Pierre-Marie Baty 26-04-2004 00:18

Re: New release to come soon
 
Here's the update.
Code:

+ All the bugfixes submitted by the people on this forum have been
  incorporated/committed in the bot code.
+ Completely rewritten the menu display code to make it readable and easily
  understandable by any third-party source code hackers.
+ Added the ability to point the gun at a waypoint and create/delete incoming
  and outcoming paths to this waypoint by a single keypress in editing mode
+ Fixed creation of pathwaypoints to the same waypoint bug when jumping
+ Added yes/no confirmation questions to important editing events in the
  waypoint editor such as save nocheck, or waypoint/pathwaypoint deletion
+ Teleporting player automatically to the faulty waypoint when doing a check
  on the waypoints and the check fails
+ Rewritten the editor's waypoint beam display code to be more reactive to
  player movement (now updates every 1/10th second)
+ Added the ability to remember a waypoint and use it later for pathwaypoint
  creation/deletion. Helps a lot for lifts.
+ Added basic code for elevator/lift usage (see demos on the BU filebase)
+ Added the ability to toggle on/off individually each single waypoint flag
+ Bots don't press buttons randomly now but only where a button flag is set
+ Bots navigate button-controlled doors perfectly, even in groups.
+ Rewritten waypoint stats command to make it display much more information
  about the waypoints, now displaying each waypoint flag.
+ Rewritten large parts of the memory allocation code. Static memory is used
  more often and the slow-motion bug has vanished in the process (the problem
  was that all the bot memory was not correctly freed/was freed twice).
+ Fixed bug where bots would reload way too often, such as after 2 shots.
+ All of the bot config files are now re-read at each start of a new map, so
  you don't need to restart your server if you make changes in the bot config.
+ The danger directions that the bots learn for each waypoint are now shown
  using a large red line when waypoints are on (but not when editing them)
+ Bots climbing ladders aim correctly at the top or the bottom of the ladder
+ Bots can now shoot at enemies while navigating ladders. Watch out.
+ Bots navigate elevators quite well, but not easily in groups. The code is
  here just to show that lifts can work. Feel free to make it work better :)
+ Rewritten parts of the BotDoWaypointNav() and BotHeadTowardWaypoint() funcs
  so as to integrate the new door code, the button code, ladder and lift code.
+ Bots now draw out the knife when necessary when they do a long jump
+ Simplified a lot of things in the config file parsing code and the chat code
  to use static arrays instead of dynamically-allocated linked lists whose main
  purpose seemed to be only to clutter up the code. It's just readable now.
+ Added a "peace mode" feature where bots ignore their enemies. Useful when
  testing paths with debuggoal in waypoint editing mode.
+ You'll simply love that waypoint editor, lads.

We're about to release things tonight. SoUlFaThEr is testing out the last features and after that I'll sign off and pass it away to the community again. :)

Huntkillaz 26-04-2004 00:49

Re: New release to come soon
 
+ Added the ability to point the gun at a waypoint and create/delete incoming
and
outcoming paths to this waypoint by a single keypress in editing mode



cool...

no if one could implement shooting at a wp to delete it :P



/me wonders if this becomes pb 2.7 if u count how many bug fix since 2.6 =)

SoUlFaThEr 26-04-2004 00:54

Re: New release to come soon
 
im DONE

make it happen

HK never satisfied eh :)

one note:
you get bots added automatically and DEFINATELY no slo mo......if you change the map using:
map de_dust

rather than
changelevel de_dust

because the server restets on map de_dust and not on changelevel de_dust

Huntkillaz 26-04-2004 01:00

Re: New release to come soon
 
lol....


my names actually meant to be huntakillaz i forgot to put in an 'a' when i registered :S

>BKA< T Wrecks 26-04-2004 09:52

Re: New release to come soon
 
Well, well... I guess I'm gonna download this baby right away and send it to my friends... :D Then I'll have to see how to fit SF's binds into my keyboard and to adapt them to my way of working...
But first:
THANK YOU FOR EVERYTHING, PMB!!! U RULE! =)
Now that these important bugs are fixed, I wish you all the luck and all the success in the world with your RACC-AI project and with whatever you're doing - and besides, I guess you'll kepp visiting this forum once in a while. ;)


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